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eQualz

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Everything posted by eQualz

  1. Maybe being a jack of all trades, master of none is his weakness? That sounds dumb.
  2. Now I see why there's a section for 50 heat usage. But since it's Jin, it would be better to have 25 heat (e.g. 5D > 214D) 50 heat (6A > RC) 75 heat (623D > RC) 100 heat (Yukikaze > RC) That and Jin doesn't really gain much doing rapid stuff minus 6A combos if we take Ragna for comparison.
  3. If this is directed to beginners, there are going to be way too many combos. When I started with CT I loved that there were beginner, intermediate and advanced combos. Having a section for each part of the screen plus the usage of heat are too much information given at the same time. It's best to give new players the idea how the character works and then as a closure show them some fancy, practical combo. This way you won't scare them off to learn Jin but rather make them, 'I needa learn that'. No beginner is going to sit through 20 - 30 variants to combo. If this is just a Jin tutorial, go on and shoot me while you're doing so.
  4. What about Fubuki A/B spammin'? I like to use the A version a lot too in this match up.
  5. Yeah, pumpkin is annoying. I've been abusing 2C to get them down if they go up high in the sky. Never imagined it works so well.
  6. Sweet mother of... that FC combo! Is there a dash after he first touches the ground again? I don't know if the sound cue always occurs when landing. Sidenote: Bayonetta is the shizzle.
  7. You should play 1, 3 and 4. If you want to go in chronological order start with 3>1>4. They're definitely worth your time :3
  8. Please don't talk about DmC. It makes me want to shoot myself.
  9. *sees your sig* A Devil May Cry fan? You're my new favourite DL member.
  10. Ho, I'd like to hear about that. I've only been using weird stuff like 5D > RC 2B/6B and the awsomeness of 214AC~A > RC. Which is why I'm sticking with her. After playing her story mode I had to try her challenge missions and for some reasons they appealed to me a lot more than her CS1/2 counterpart. Thanks guys, I appreciate :3
  11. Hello there my fellow squirrel fans I recently started to play Makoto and I really enjoy her. Now I struggle with how to end her blockstrings. I usually end up with 5CC and sometimes with 214A~C~A/B. What's the safest way to end a blockstring? Does she have any tools to reset them other than 2A staggering?
  12. Hmm, might have changed with CSE but I'm sure it dropped back in CS2 even with the dashing momentum. Going to have to check that.
  13. typo? Sidenote: I see that there are combos with 5B > 2B > 5C > 3C > 214C ender. You guys do know that 2B causes 214C to whiff on the likes of Haku, right?
  14. I am no longer Jin. I am... HAKU-MEN. (not really) Won't be enough, no waii you'll catch me! I envy UK
  15. *Invading that UK thread* Greetings from the mainland of europe. Wait, what?
  16. @Moy - 236D flies off the screen too fast if you stay where you are. I guess you could gain the same results if you simply walk back a little. Back dash leaves too much of a gap for jumping out. Plus it's more likely that they try to roll away (might only work once but hell, you can force them to neutral tech if you go for 214A dash under shenanigans) @xlol - Yah, that's what keeps me worried but I totally forgot about the replay function to test it, lol. edit: It's bullshit
  17. So I was in the lab trying to figure out how to utilize 236D oki. Haven't tested that in a match but it looks promising. You dash under after a corner 214A and throw in a slightly delayed 236D. It'll catch them rolling away if they try to. If they neutral tech and block you're free to do whatever you want. There's one thing that concerns me which I was not able to try out. I don't know if you have enough time to 2B them if they simply stay grounded till 236D flies over them. So if you're willing to spend 25 heat this might be worth to look into. edit: It's bullshit
  18. @xlol - No shit :x Thanks Shinsyn, I'll definitly remember all that the next time I fight this Bang (or any other). That guard point is just so freaking annoying. Especially when we're on mid range and feel sort of safe he just goes D while I go 2D and eat it up, lol.
  19. 1. I hate that stupid EX habit. Usually I'd end my blockstring with 3C > 236A which is not entirely safe but still better then 214A. Hope to get rid of it now that I'm aware of it. 2. Will do 3. Yeah I know :/ It's just me panicking so that's where the DP C comes from. I'm really trying to teach myself not to rely on it anymore. Thanks Moy, on the spot as always.
  20. I think the main purpose of that combo in the list is its heat gain. RC > 55 heat gain > profit Sidenote: It's DPB not A
  21. Taskete, Kisaragi Ha-kase? Me in EU Ranbats, first two matches were ok. Got blown up by that Bang in the Grand Finals http://www.youtube.com/watch?feature=player_detailpage&v=uynmeNxZ1zM#t=0s http://www.youtube.com/watch?v=J2f2KO3-rL4 http://www.youtube.com/watch?v=I-Q9fmKocsw Obviously I'm doing something terribly wrong. How does Jin fight Bang
  22. @TCSyd - Question for that 214A super jump oki. You probably mentioned this dozens of time but I'm too lazy to dig it up, lol Do you do super jump 8 or 9? Maybe my timing is just off but if try sj.9 they can easily roll forward. And backdashing is no help either. On a sidenote: I had the awsome idea in mid match to do 236D after 214A oki... Whatever got in my mind, just don't do it.
  23. Why don't you just play on pad? If you're uncomfortable with sticks I don't see why not. I play on pad :o
  24. 2B starter, close to corner #3 Missing 6C input and typo? Improved version but does not carry as much as above: [CO] 2B > 5C > 6C > DC > 623B > 66 6B > 214A > 44 5C > 6C > IAD > j.2C > j.C > 66 5B [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (3405 or 3313/56 or 49)
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